Difference between revisions of "House Aramin"

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Great:<br>
Great:<br>
Athletics (Physical)<br>
Athletics (Physical); Socializing [Politicians]  (Social)
Socializing [Politicians]  (Social)<br>


Good:<br>
Good:<br>
Primitive Weapons [claws]  (Combat)<br>
Primitive Weapons [claws]  (Combat); Academics (Knowledge); Stealth (Subterfuge); Socializing [other] (Social)
Alertness (Perception)<br>
Academics  (Knowledge)<br>
Socializing [other] (Social)<br>


Average:<br>
Average:<br>
Weapons [other] (Combat)<br>
Weapons [other] (Combat); Investigation (Perception); Survival (Mundane); Criminal (Subterfuge)
Survival (Mundane)<br>
Stealth (Subterfuge)<br>
Engineering (Craft)<br>
Criminal (Subterfuge)<br>


Bad:<br>
Bad:<br>
Investigation (Perception)<br>
Engineering (Craft); Vehicles (Drive)
Vehicles (Drive)<br>


== The Colony ==
== The Colony ==

Revision as of 01:55, 11 May 2011

House Overview

A small, young house which just broke off of House Sulei less than a century ago. Despite -- or perhaps because of -- their small size, they've shown remarkable rate of technological development in that short time, and thus proved to be a very important player in the alliance against House Gwyne.

Players

  • vimes
  • Jota
  • Lucian

House Skills

  • Trade: Average
  • Industry: Good
  • Research: Good
  • Exploration: Average
  • Diplomacy: Bad
  • Military: Average

House Aspects

(Two things of note about the House that can be used to benefit/penalize character actions wrt that house -- this could be unusual talents possessed by the members, a particular House ethos, some standard-issue piece of equipment, etc)

Jarou Allies - The Jarou are an race of alien shapeshifters with no homeworld. They have joined with House Aramin in the hope of being able to found a home colony on the far side of the wormhole.

Experimental High-Tech Gadgetry - Aramin's research laboratories are constantly churning out clever improvements on existing devices. Characters associated with House Aramin are usually equipped with gadgets which are not quite standard issue and which usually have special features or enhanced functionality that more mundane tools lack.

House Background

(More about the House, history, governance, name of home planet or planets, any special assets, etc)

Characters of Interest

(list characters in the house, players or non-players. players should have a more complete skillset listed, but you don't have to decide now who is who. it would be useful to know the names of important/significant people in the house even if they aren't present on the colony -- eg, the head of the house)

Rick Starfarer

(PC, Jota)

An explorer with a laser machete and spacepilot goggles. He was born to fly through wormholes and visit strange new alien planets.

Great: Survival, Investigation
Good: Vehicles, Weapons (Exotic), Athletics
Average: Weapons (Other), Engineering, Socializing (Aliens), Academics
Bad: Socializing (Other), Criminal, Stealth

Reig

(PC, Lucian)

Like all his kind, Reig has no home planet-the hostile and ever-changing planet on which his species evolved has long since torn itself to pieces. But it bequeathed his kind with incredible adaptability: Jarou all have flexible musculature, yards of loose skin that can be tucked away or stretched out, a rearrangable skeletal system, and retractable translucent fur whose color reflects the adjustable pigmentation of the skin underneath.

Reig's great Athletics is explained by his being an alien evolved on a very tough planet; his great Socializing is explained by a mild latent psychic ability to induce calm in others, plus his extensive training as an ambassador. His good Alertness is explained by his heightened senses (smell, hearing), and his good Primitive Weapons are his natural weapons, notably his razor-sharp claws (normally retracted, but able to be unsheathed instantly from the majority of his forms). His Good Academics are because he has studied extensively to obtain his current post as ambassador.

Great:
Athletics (Physical); Socializing [Politicians] (Social)

Good:
Primitive Weapons [claws] (Combat); Academics (Knowledge); Stealth (Subterfuge); Socializing [other] (Social)

Average:
Weapons [other] (Combat); Investigation (Perception); Survival (Mundane); Criminal (Subterfuge)

Bad:
Engineering (Craft); Vehicles (Drive)

The Colony

  • What sort of planet is the colony on and what is its name, what's the terrain like, what resources are found on the planet
  • What does the colony do (ie, why is there a colony here?) Was it for resource-gathering (farming, mining, etc), industry, military training, or what? ('Research' and 'tourism' are probably stylistically bad choices, so I wouldn't pick those as the primary thing)
  • What nearby planets might be of interest?